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(+1)

Good news, added manual prestige behind a research unlock that is available after the first time loop, let me know what you think!

Thank You. To clarify how useful or not my feedback I write a bit info about myself before it. And sorry for my poor and lazy English...

I am a dev related to web myself. (Also tried to make games incremental and FPS, but with no success) I'm a 10+ years Factorio and his mods enjoyer, Satisfactorio, ThePlanetCrafter etc. But I also love to procrastinate with a couple and _mostly browser_ incrementals/idles as side-screen to work. I think that's what makes me _only partially_ your target audience. And I'm mostly disliking time based games that relies on resettable progression.

If the game didn't catch me enough I mostly quit fast if theres a time limit more than one minute and it's impossible to reset it at the same time. I like the new feature, but for me its feels most necessary at first runs but instead it's gated to 30+ real-time minutes.

I know its a relatively-early proto etc. But a feature to pause the game also feels necessary. (If you don't want to give to the player time to read and plan, maybe just hide anything while paused) I can't find pause, and I used quit to menu and continue to make a tea... But it feels a bit uneasy because I feared to lose some progress and save(export more conventional name for this) throwed file to my face instead of just SAVE the game.

And even more, I play this game before, and no need time to examine UI and read researches. I do it before time limit. But at the current state the first-time expr. be like: Hmm, interesting... How does its work? Hmm... Research, craft, TIME? I spent too long to read this all. Now I know. Where is reset? 0_o I must wait 10+ minutes to try again? Or do reset save and lose current progress? No thanks, I know better ways to spend my time...

I like your idea and implementation besides this, and maybe my point of view is far from your TA or plan, I just tried to show you how some relative small detail can ruin the exp. for players like me.

(+1)

Appreciate the fantastic feedback, these are all good points! I think ill have to remove the time and instead maybe add it as a game mode for those who like a different challenge. Ill experiment more for the next version. Yes, good point about pause, that definitely needs to be a feature for anything timed that i will add in!

As for the saves: this is only for the alpha version, the full game will be on steam with proper saves and probably also steam cloud saves as well.

Have you tried the other game modes (DSP, factorio, satisfactory)? Do you like them better since they dont have the timed prestige mechanic?

Thanks again for the quality feedback!

I don't think time limit is bad itself. Only without possibility to reset. (At least for me) But yes, some people for example, my wife mostly dislikes time limits.

I tried other modes many months ago and it's barely accurate for current version. I maybe replay it tomorrow or at the weekend and write here if I have significant notes...

(+1)

I decided to remove the timer and instead introduce a %chance of getting time dust while obtaining matter. New release is out!

Factorio mod related feedback:

1) Looks like the pollution sink upgrade also buffs pollution generation or some other issue with them. (And sink also in prod. column with negative mag. at info panel)

I have anything positive except pollution which also good. Then buy buff and get negative seeds with relatvely same pollution ratio.

2) It's good to have some way to assign 0 or max machines like ctrl-click or additional buttons.

3) Pollution panel very awkward with sing at bottom. Maybe good to add resource type flag (dev not player) to invert color for warnings and order of generators/consumers to these type of resurces.

In current state it is feels a bit cumbersome and lack of features. But as Factorio mods player it's expected results.

Playing in mod mode, I expected full research tree with simplified mechanics to compensate lack of spatial features.

Other mods modes on queue to check.

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And just thoughts:

I tried something like your game myself. Based on Satisfactorio resource loop but incremental.

With main idea in diff. locations to mine diff. resources with limited space to upgrade and may be one-dimensional travel like SpaceAge platforms to fight mobs (auto fighter like based on amount of turrets) as obstacle to other locations. With req. to craft guns and ammo to protect logistics.

I meant it's feels cool if possible to upgrade some buildings keeping ratios, but it's mostly kills current gameplay.

But maybe if you like this idea with places, it's can be good as per location feature because main focus shifted to exploration and cross-location logistics. But I understand, it's far from current game idea.

I checked also DSP and Satisfactory modes.

FactoryTime original mode most interested as new and relative balanced.

DSP has best ratio=interesting*QOL/difficulty but too short. (I even see still locked building, but can't find way to unlock it) (But I barely played in original game and that can give additional interest)

Factory feels most completed but sometime boring and anxiety at same time.

Satisfactory I even don't finished, because I hate gathering biomass even at original, and incremental version get worse part of it for me. Besides this, its good.

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My wishlist of features and QOL in random order:

1) Show correct resource drain when partially no energy. (Or graph to analyze, maybe as upgrade)

2) 0-half-max assign controls.

3) Consolidate and make coherent info about resources. (Show isn't only active gains/drains, but possible candidates also with per dev per type magnitude)

4) Dev or user defined togglable flag, to mark resource as good when decreasing.

5) Possibility to hide unneeded old versions of devices. (in resources and recipes)

6) Manual rearrangement of recipe list. (maybe as upgrade like control panel shortcuts)

7) Possibility to lock info panel onto some res/dev to examine with hovering over tooltips.

8) Better tooltips with recipes etc.

9) Maybe crafting queue or at least craft x10 button. (Or better balance)

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Wishlisted on Steam, wait for new updates.